ohh definetly, Why have positions if a mexican doesnt take one? lol jk , I vote yes great player, great personality. would love to hve you aboard.
Posts by robocop
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well then i'll be like the ten thousandth i guess. Chain swanga for life beeyatches.
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You got my vote as long as you keep that chain swanggas avatar up lol. JK . A Yes from me.
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When I was very first accepted into osf I hung out with you the most because you seemed to like to have fun and my skill level was no were's what it is today. I also had worse internet and computer back then. I have seen you play alot since then and I have to say you are improving alot skill wise and maturity wise. So I would be perfectly fine if you were a teamate. You should be able to get one more vote so dont get all antsy if it doesnt happen in the very next min.
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i cut my teeth on the amsterdam server and grew from a ubernoob to a full fledged chain swanga. thank you tanktop for the years of gaming enjoyment.
Same here. Sry didnt get to talk to you but thanks for contributing building blocks that allow real players to form a reliable, consistant, fully functional clan of chain swanga's.
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<---Chain Swanga'
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What Evil said, Thanks for the concern Tuny !!! Sooner or later i think all the high ping speed users will be kicked indefianantly and have to get a job or something.
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I guess its a yes for me, the main thing between me and you drake was the shooting in the back. If you can stop that than I would have no problem with having another teamate. Just be sure not to fuck around on servers like you guys were doing today. I mean it is fine but when the matha fuckin' minds join you should be willing to throw yourself into danger for people like me.
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Sry it took me so long, it is a definite yes from from me !!!
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Code
Display Moreac_animErrorClamp Forces the animation to stay within the maximum error distanceangle. ac_animErrorMaxAngle Degrees animation orientation is allowed to stray from entity. ac_animErrorMaxDistance Meters animation location is allowed to stray from entity. ac_clampTimeAnimation Time it takes for carry clamping to reduce the deviation to zero. ac_clampTimeEntity Time it takes for carry clamping to reduce the deviation to zero. ac_ColliderModeAI Force override collider mode for all AI. ac_ColliderModePlayer Force override collider mode for all players. ac_debugAnimEffects Print log messages when anim events spawn effects. ac_debugAnimError Display debug history graphs of anim error distance and angle. ac_debugAnimTarget Display debug history graphs of anim target correction. ac_debugCarryCorrection . ac_debugColliderMode Display filtered and requested collider modes. ac_debugEntityParams Display entity params graphs ac_DebugFilter Debug specified entity name only. ac_debugFutureAnimPath Display future animation path given current motion parameters. ac_debugLocations Debug render entity (blue), animation (red) and prediction (yellow). ac_debugLocationsGraphs Display debug history graphs of anim and entity locations and movement. ac_debugMotionParams Display graph of motion parameters. ac_debugMovementControlMethods Display movement control methods. ac_debugPrediction Display graph of motion parameters. ac_debugSelection Display locomotion state selection as text. ac_debugSelectionParams Display graph of selection parameters values. ac_debugText Display entityanimation locationmovement values, etc. ac_debugTweakTrajectoryFit Don't apply any movement to entity and animation, but allow calculations to think they are moving normally. ac_debugXXXValues Display some values temporarily hooked into temp history graphs. ac_disableFancyTransitions Disabled Idle2Move and Move2Idle special transition animations. ac_disableSlidingContactEvents Force disable sliding contact events. ac_enableExtraSolidCollider Enable extra solid collider (for non-pushable characters). ac_enableProceduralLeaning Enable procedural leaning (disabled asset leaning and curving slowdown). ac_entityAnimClamp Forces the entity movement to be limited by animation. ac_forceSimpleMovement Force enable simplified movement (not visible, dedicated server, etc). ac_frametime Display a graph of the frametime. ac_movementControlMethodFilter Force reinterprets DecoupledCatchUp MCM specified by AG as Entity MCM (HV overrides override this). ac_movementControlMethodHor Overrides the horizontal movement control method specified by AG (overrides filter). ac_movementControlMethodVer Overrides the vertical movement control method specified by AG (overrides filter). ac_predictionProbabilityOri . ac_predictionProbabilityPos . ac_predictionSmoothingOri . ac_predictionSmoothingPos . ac_targetcorrectiontimescale . ac_templateMCMs Use MCMs from AG state templates instead of AG state headers. ac_triggercorrectiontimescale . [edit] ag ag_action Force this action ag_adjustToCatchUp Adjust requested move direction of animation to catch up with entity ag_averageTravelSpeed Average travel speed over a few frames ag_breakmode 1=Enable debug break mode; 2=also lock inputs ag_breakOnQuery If we query for this state, enter break mode ag_debug Entity to display debug information for animation graph for ag_debugErrors Displays debug error info on the entities (01) ag_debugExactPos Enabledisable exact positioning debugger ag_debugLayer Animation graph layer to display debug information for ag_debugMusic Debug the music graph ag_drawActorPos Draw actor posdir ag_ep_correctMovement enabledisable position correction in exact positioning ag_ep_showPath WIP ag_forceAdjust Enable forced small step adjustments ag_forceInsideErrorDisc Force animation to stay within maximum error distance ag_fpAnimPop WIP ag_humanBlending Ivo's debug stuff. Don't ask! ag_item Force this item ag_lockToEntity Lock animation to entity (zero offsetting) ag_log Enable a log of animation graph decisions ag_log_entity Log only this entity ag_logeffects AGAttachmentEffect logging ag_logselections Log animation graph selection results ag_logsounds AGSound logging ag_logtransitions Log animation graph transition calls to the console ag_measureActualSpeeds Measure actual travel speeds of entity and animation origins ag_physErrorInnerRadiusFactor WIP ag_physErrorMaxOuterRadius WIP ag_physErrorMinOuterRadius WIP ag_physErrorOuterRadiusFactor WIP ag_queue Next state to force ag_reload_ag WIP ag_reload_xml WIP ag_safeExactPositioning Will teleport the entity to the requested positionorientation when EP think it's done. ag_showmovement Show movement requests ag_showPhysSync Show physics sync ag_signal Send this signal ag_stance Force this stance ag_step WIP ag_testplanner WIP [edit] ai ai_AdjustPathsAroundDynamicObstacles Set to 10 to enabledisable AI path adjustment around dynamic obstacles ai_AgentStatsDist Sets agent statistics draw distance, such as current goalpipe, command and target. Usage ai_AgentStatsDist [view distance] Default is 20 meters. Works with ai_DebugDraw enabled. ai_AllowAccuracyDecrease Set to 1 to enable AI accuracy decrease when target is moving lateraly. ai_AllowAccuracyIncrease Set to 1 to enable AI accuracy increase when target is standing still. ai_AllTime Displays the update times of all agents, in milliseconds. Usage ai_AllTime [01] Default is 0 (off). Times all agents and displays the time used updating each of them. The name is colour coded to represent the update time. Green less than 1 ms (ok) White 1 ms to 5 ms Red more than 5 ms You must enable ai_DebugDraw before you can use this tool. ai_AmbientFireQuota Number of units allowed to hit the player at a time. ai_AmbientFireUpdateInterval Ambient fire update interval. Controls how often puppet's ambient fire status is updated. ai_AttemptStraightPath Toggles AI attempting a simple straight path when possible. Default is 1 (on). ai_Autobalance Set to 1 to enable autobalancing. ai_BannedNavSoTime Time indicating how long invalid navsos should be banned. ai_BeautifyPath Toggles AI optimisation of the generated path. Usage ai_BeautifyPath [01] Default is 1 (on). Optimisation is on by default. Set to 0 to disable path optimisation (AI uses non-optimised path). ai_BigBrushCheckLimitSize to be used for finding big objects not enclosed into forbidden areas ai_CalcHumanMovementTable WIP ai_CloakIncrementMod how fast cloak fades out ai_CloakMaxDist closer than that - cloak starts to fade out ai_CloakMinDist closer than that - cloak not effective ai_CrowdControlInPathfind Toggles AI using crowd control in pathfinding. Usage ai_CrowdControlInPathfind [01] Default is 1 (on). ai_DebugDraw Toggles the AI debugging view. Usage ai_DebugDraw [01] Default is 0 (off). ai_DebugDraw displays AI rays and targets and enables the view for other AI debugging tools. ai_DebugDrawAdaptiveUrgency Enables drawing the adaptive movement urgency. ai_DebugDrawAmbientFire Displays fire quota on puppets. ai_DebugDrawAStarOpenList Draws the A open list for the specified AI agent. Usage ai_DebugDrawAStarOpenList [AI agent name] Default is 0, which disables the debug draw. Requires ai_DebugPathfinding=1 to be activated. ai_DebugDrawBannedNavsos Toggles drawing banned navsos [default 0 is off] ai_DebugDrawBulletEvents Debug draw the bullet events the AI system processes. 0=disable, 1=enable. ai_DebugDrawCollisionEvents Debug draw the collision events the AI system processes. 0=disable, 1=enable. ai_DebugDrawCrowdControl Draws crowd control debug information. 0=off, 1=on ai_DebugDrawDamageControl Debugs the damage control system 0=disabled, 1=collect, 2=collect&draw. ai_DebugDrawDamageParts Draws the damage parts of puppets and vehicles. ai_DebugDrawDeadBodies Draws the location of dead bodies to avoid during pathfinding (needs ai_DebugDraw 0). ai_DebugDrawDynamicHideObjectsRange Sets the range for drawing dynamic hide objects around the player (needs ai_DebugDraw 0). ai_DebugDrawExpensiveAccessoryQuota Displays expensive accessory usage quota on puppets. ai_DebugDrawGrenadeEvents Debug draw the grenade events the AI system processes. 0=disable, 1=enable. ai_DebugDrawHashSpaceAround Validates and draws the navigation node hash space around specified entity. ai_DebugDrawHidespotRange Sets the range for drawing hidespots around the player (needs ai_DebugDraw 0). ai_DebugDrawLightLevel Debug AI light level manager ai_DebugDrawObstrSpheres Draws all the existing obstruction spheres. ai_DebugDrawPlayerActions Debug draw special player actions. ai_DebugDrawReinforcements Enables debug draw for reinforcement logic for specified group. Usage ai_DebugDrawReinforcements ai_DebugDrawSoundEvents Debug draw the sound events the AI system processes. 0=disable, 1=enable. ai_DebugDrawStanceSize Draws the game logic representation of the stance size of the AI agents. ai_DebugDrawVegetationCollisionDist Enables drawing vegetation collision closer than a distance projected onto the terrain. ai_DebugDrawVolumeVoxels Toggles the AI debugging drawing of voxels in volume generation. Usage ai_DebugDrawVolumeVoxels [0, 1, 2 etc] Default is 0 (off) +n draws all voxels with original value = n-n draws all voxels with original value = n ai_DebugInterestSystem Display debugging information on interest system ai_DebugPathfinding Toggles output of pathfinding information [default 0 is off] ai_DebugTargetSilhouette Draws the silhouette used for missing the target while shooting. ai_DrawagentFOV Toggles the vision cone of the AI agent. Usage ai_DrawagentFOV [0..1] Default is 0 (off), value 1 will draw the cone all the way to the sight range, value 0.1 will draw the cone to distance of 10% of the sight range, etc. ai_DebugDraw must be enabled before this tool can be used. ai_DrawAreas EnablesDisables drawing behavior related areas. ai_DrawBadAnchors Toggles drawing out of bounds AI objects of particular type for debugging AI. ai_DrawDistanceLUT Draws the distance lookup table graph overlay. ai_DrawExplosions enable displaying all the registered explosion-spotscraters ai_DrawFakeDamageInd Draws fake damage indicators on the player. ai_DrawFakeHitEffects Draws fake hit effects the player. ai_DrawFakeTracers Draws fake tracers around the player. ai_DrawFormations Draws all the currently active formations of the AI agents. Usage ai_DrawFormations [01] Default is 0 (off). Set to 1 to draw the AI formations. ai_DrawGetEnclosingFailures Set to the number of seconds you want GetEnclosing() failures visualized. Set to 0 to turn visualization off. ai_DrawGoals Draws all the active goal ops debug info. Usage ai_DrawGoals [01] Default is 0 (off). Set to 1 to draw the AI goal op debug info. ai_DrawGroup draw groups positive value - group ID to draw; -1 - all groups; -2 - nothing ai_DrawGroupTactic draw group tactic 0 = disabled, 1 = draw simple, 2 = draw complex. ai_DrawHidespots Draws latest hide-spot positions for all agents withing specified range. ai_DrawModifiers Toggles the AI debugging view of navigation modifiers. ai_DrawNode Toggles visibility of named agent's position on AI triangulation. Usage ai_DrawNode [ai agent's name] Default is 0. Set to 1 to show the current triangle on terrain level and closest vertex to player. ai_DrawNodeLinkCutoff Sets the link cutoff value in ai_DrawNodeLinkType. If the link value is more than ai_DrawNodeLinkCutoff the number gets displayed in green, otherwise red. ai_DrawNodeLinkType Sets the link parameter to draw with ai_DrawNode. Values are 0 - pass radius (default) 1 - exposure 2 - water max depth 3 - water min depth ai_DrawOffset vertical offset during debug drawing ai_DrawPath Draws the generated paths of the AI agents. Usage ai_DrawPath [name] Default is none (nobody). ai_DrawPathAdjustment Draws the path adjustment for the AI agents. Usage ai_DrawPathAdjustment [name] Default is none (nobody). ai_DrawPatterns Draws all the currently active track patterns of the AI agents. Usage ai_DrawPatterns [01] Default is 0 (off). Set to 1 to draw the AI track patterns. ai_DrawProbableTarget EnablesDisables drawing the position of probable target. ai_DrawRadar Draws AI radar 0=no radar, 0 = size of the radar on screen ai_DrawRadarDist AI radar draw distance in meters, default=20m. ai_DrawReadibilities Draws all the currently active readibilities of the AI agents. Usage ai_DrawReadibilities [01] Default is 0 (off). Set to 1 to draw the AI readibilities. ai_DrawRefPoints Toggles reference points view for debugging AI. Usage ai_DrawRefPoints [01] Default is 0 (off). Indicates the AI reference points by drawing cyan balls at their positions. ai_DrawShooting Name of puppet to show fire stats ai_DrawSmartObjects Draws smart object debug information. Usage ai_DrawSmartObjects [01] Default is 0 (off). Set to 1 to draw the smart objects. ai_DrawStats Toggles drawing stats for AI objects withing range. ai_DrawTargets WIP ai_DrawTrajectory Records and draws the trajectory of the stats target 0=do not record, 1=record. ai_DrawType Toggles drawing AI objects of particular type for debugging AI. ai_DrawUpdate list of AI forceUpdated entities ai_DrawVisCheckQueue list of pending vis-check trace requests ai_DynamicTriangularUpdateTime How long (max) to spend updating triangular waypoint regions per AI update (in sec) 0 disables dynamic updates. 0.002 is a sensible value ai_DynamicVolumeUpdateTime How long (max) to spend updating dynamic volume regions per AI update (in sec) 0 disables dynamic updates. 0.002 is a sensible value ai_DynamicWaypointUpdateTime How long (max) to spend updating dynamic waypoint regions per AI update (in sec) 0 disables dynamic updates. 0.0005 is a sensible value ai_EnableAsserts Enable AI asserts 1 or 0 ai_EnableWarningsErrors Enable AI warnings and errors 1 or 0 ai_ExtraForbiddenRadiusDuringBeautification Extra radius added to agents close to forbidden edges during beautification. ai_ExtraRadiusDuringBeautification Extra radius added to agents during beautification. ai_ExtraVehicleAvoidanceRadiusBig Value in meters to be added to a big obstacle's own size while computing obstacle size for purposes of vehicle steering.See also ai_ObstacleSizeThreshold. ai_ExtraVehicleAvoidanceRadiusSmall Value in meters to be added to a big obstacle's own size while computing obstacle size for purposes of vehicle steering.See also ai_ObstacleSizeThreshold. ai_ForceAllowStrafing Forces all AI characters to usenot use strafing (-1 disables) ai_ForceLookAimTarget Forces all AI characters to usenot use a fixed lookaim target none disables x, y, xz or yz sets it to the appropriate direction otherwise it forces lookingaiming at the entity with this name (no name - (0, 0, 0)) ai_ForceStance Forces all AI characters to specified stance disable = -1, stand = 0, crouch = 1, prone = 2, relaxed = 3, stealth = 4, swim = 5, zero-g = 6 ai_HideDraw Toggles the triangulation display. Usage ai_HideDraw [01] Default is 0 (off). Set to 1 to display the triangulation which the AI uses to hide (objects made 'hideable' affect AI triangulation). When ai_HideDraw is off, the normal obstacle triangulation is displayed instead. Used with ai_DebugDraw and other AI path tools. ai_IgnorePlayer Makes AI ignore the player. Usage ai_IgnorePlayer [01] Default is 0 (off). Set to 1 to make AI ignore the player. Used with ai_DebugDraw enabled. ai_IgnoreVisibilityChecks Makes certain visibility checks (for teleporting etc) return false. ai_IncludeNonColEntitiesInNavigation IncludesExcludes noncolliding objects from navigation. ai_InterestDetectMovement Enable movement detection in interest system ai_InterestEnableScan Enable interest system scan mode ai_InterestScalingAmbient Scale the interest value given to Ambient interest items (e.g. staticpassive objects) ai_InterestScalingEyeCatching Scale the interest value given to Eye Catching interest items (e.g. moving vehicles, birds, people) ai_InterestScalingMovement Scale the interest value given to Pure Movement interest items (e.g. something rolling, falling, swinging) ai_InterestScalingScan Scale the interest value given to passively scanning the environment ai_InterestScalingView Scale the interest value given to View interest items (e.g. a pretty castle, the horizon) ai_InterestSwitchBoost Multipler applied when we switch to an interest item; higher values maintain interest for longer (always 1) ai_InterestSystem Enable interest system ai_Locate ai_LogConsoleVerbosity None = 0, progress = 1, event = 2, comment = 3 ai_LogFileVerbosity None = 0, progress = 1, event = 2, comment = 3 ai_LogSignals Maximum radius at which player can interact with other entities ai_MaxSignalDuration Maximum radius at which player can interact with other entities ai_MaxVisRaysPerFrame Maximum allowed visibility rays per frame - the rest are all assumed to succeed Usage ai_MaxVisRaysPerFrame number Default is 100. ai_MovementSpeedDarkIllumMod Multiplier for movement speed when the target is in dark light condition. ai_MovementSpeedMediumIllumMod Multiplier for movement speed when the target is in medium light condition. ai_NoUpdate WIP ai_ObstacleSizeThreshold Obstacle size in meters that differentiates small obstacles from big ones so that vehicles can ignore the small ones ai_OverlayMessageDuration How long (seconds) to overlay AI warningserrors ai_PathfinderUpdateTime Maximum pathfinder time per AI update ai_PathfindTimeLimit Specifies how many seconds an individual AI can hold the pathfinder blocked Usage ai_PathfindTimeLimit 1.5 Default is 2. A lower value will result in more path requests that end in NOPATH - although the path may actually exist. ai_PredictivePathFollowing Sets if AI should use the predictive path following if allowed by the type's config. ai_ProfileGoals Toggles timing of AI goal execution. Usage ai_ProfileGoals [01] Default is 0 (off). Records the time used for each AI goal (like approach, run or pathfind) to execute. The longest execution time is displayed on screen. Used with ai_DebugDraw enabled. ai_ProtoROD Proto ai_ProtoRODAffectMove Proto ai_ProtoRODAliveTime Proto ai_ProtoRODFireRange Proto ai_ProtoRODGrenades Proto ai_ProtoRODHealthGraph Proto ai_ProtoRODLogScale Proto ai_ProtoRODReactionTime Proto ai_ProtoRODRegenTime Proto ai_ProtoRODSilhuette Proto ai_ProtoRODSpeedMod Proto ai_PuppetDirSpeedControl Does puppet speed control based on their current move dir ai_RadiusForAutoForbidden If objectvegetation radius is more than this then an automatic forbidden area is created during triangulation. ai_ReadabilityReload Reloads readability xml files. ai_ReadabilityTest Tests the readability pack of specified entity. If no readability name is specified all readabilities will be played. Usage ai_ReadabilityTest entity name [readability name] - to play a readability ai_ReadabilityTest stop - to stop the currently playing readability set. ai_Recorder Enables AI debug recording ai_Recorder_Buffer Set the size of the AI debug recording buffer ai_RecordFilter WIP ai_RecordLog log all the AI state changes on stats_target ai_ReloadLookUp Reloads perception distance scale look-up xml files. ai_RODAliveTime The base level time the player can survive under fire. ai_RODAmbientFireInc Increment for the alive time when the target is within the kill-zone of the target. ai_RODCombatRangeMod Combat-zone distance = attackRange combatRangeMod. ai_RODCoverFireTimeMod Multiplier for cover fire times set in weapon descriptor. ai_RODDirInc Increment how the orientation of the target affects the alive time. 0=disable ai_RODKillRangeMod Kill-zone distance = attackRange killRangeMod. ai_RODKillZoneInc Increment how the target is within the kill-zone of the target. ai_RODLowHealthMercyTime The amount of time the AI will not hit the target when the target crosses the low health threshold. ai_RODMoveInc Increment how the speed of the target affects the alive time (the value is doubled for supersprint). 0=disable ai_RODReactionDarkIllumInc Increase for reaction time when the target is in dark light condition. ai_RODReactionDirInc Increase for the reaction time when the enemy is outside the players FOV or near the edge of the FOV. The increment is doubled when the target is behind the player. ai_RODReactionDistInc Increase for the reaction time when the target is in combat-far-zone or warn-zone. In warn-zone the increase is doubled. ai_RODReactionLeanInc Increase to the reaction to when the target is leaning. ai_RODReactionMediumIllumInc Increase for reaction time when the target is in medium light condition. ai_RODReactionTime Uses rate of death as damage control method. ai_RODStanceInc Increment how the stance of the target affects the alive time, 0=disable. The base value is for crouch, and it is doubled for prone. The crouch inc is disable in kill-zone and prone in kill and combat-near -zones ai_SightRangeDarkIllumMod Multiplier for sightrange when the target is in dark light condition. ai_SightRangeMediumIllumMod Multiplier for sightrange when the target is in medium light condition. ai_SimpleWayptPassability Use simplified and faster passability recalculation for human waypoint links where possible. ai_SmartObjectUpdateTime How long (max) to spend updating smart objects per AI update (in sec) default value is 0.002 ai_SOMSpeedCombat Multiplier for the speed of increase of the Stealth-O-Meter after the AI has seen the enemy. Usage ai_SOMSpeedCombat 4.5 Default is 4.5. A lower value causes the AI to react to the enemy to more slowly during combat. ai_SOMSpeedRelaxed Multiplier for the speed of increase of the Stealth-O-Meter before the AI has seen the enemy. Usage ai_SOMSpeedRelaxed 1.5 Default is 4.5. A lower value causes the AI to react to the enemy to more slowly during combat. ai_SoundPerception Toggles AI sound perception. Usage ai_SoundPerception [01] Default is 1 (on). Used to prevent AI from hearing sounds for debugging purposes. Works with ai_DebugDraw enabled. ai_StatsTarget Focus debugging information on a specific AI Usage ai_StatsTarget AIName Default is 'none'. AIName is the name of the AI on which to focus. ai_SteepSlopeAcrossValue Indicates slope value that is borderline-walkable across. Usage ai_SteepSlopeAcrossValue 0.8 Default is 0.6 Zero means flat. Infinity means vertical. Set it greater than ai_SteepSlopeUpValue ai_SteepSlopeUpValue Indicates slope value that is borderline-walkable up. Usage ai_SteepSlopeUpValue 0.5 Default is 1.0 Zero means flat. Infinity means vertical. Set it smaller than ai_SteepSlopeAcrossValue ai_SystemUpdate Toggles the regular AI system update. Usage ai_SystemUpdate [01] Default is 1 (on). Set to 0 to disable ai system updating. ai_ThreadedVolumeNavPreprocess Parallelizes volume navigation preprocessing by running it on multiple threads. If you experience freezes during volume nav export or corrupted volume nav data, try turning this off. ai_TickCounter Enables AI tick counter ai_UpdateAllAlways If non-zero then over-rides the auto-disabling of invisibledistant AI ai_UpdateInterval In seconds the amount of time between two full updates for AI Usage ai_UpdateInterval number Default is 0.1. Number is time in seconds ai_UpdateProxy Toggles update of AI proxy (model). Usage ai_UpdateProxy [01] Default is 1 (on). Updates proxy (AI representation in game) set to 0 to disable proxy updating. ai_UseAlternativeReadability Switch between normal and alternative SoundPack for AI readability. ai_UseCalculationStopperCounter Uses a (calibrated) counter instead of time in AI updates ai_UseObjectPosWithExactPos Use object position when playing exact positioning. ai_WaterOcclusion scales how much water hides player from AI [edit] aim aim_assistAimEnabled Enabledisable aim assitance on aim zooming aim_assistAutoCoeff The scale of auto weapons' aim assistance at continuous fire aim_assistCrosshairDebug debug crosshair aim assistance aim_assistCrosshairSize screen size used for crosshair aim assistance aim_assistMaxDistance The maximum range at which autoaim operates aim_assistRestrictionTimeout The restriction timeout on aim assistance after user uses a mouse aim_assistSearchBox The area autoaim looks for enemies within aim_assistSingleCoeff The scale of single-shot weapons' aim assistance aim_assistSnapDistance The maximum deviation autoaim is willing to compensate for aim_assistTriggerEnabled Enabledisable aim assistance on firing the weapon aim_assistVerticalScale The amount of emphasis on vertical correction (the less the number is the more vertical component is compensated) [edit] aln aln_debug_filter WIP aln_debug_movement WIP [edit] ban ban_remove Removes player from ban list. ban_status Shows currently banned players. ban_timeout Ban timeout in minutes [edit] c c_shakeMult WIP [edit] ca ca_AimIKFadeout if set to 0, the Aim-IK will not fade out when aiming in extreme directions ca_AnimationsUsageStatistics Output animations usage statistics ca_AnimWarningLevel if you set this to 0, there won't be any frequest warnings from the animation system ca_AttachmentCullingRation ration between size of attachment and distance to camera ca_CharEditModel WIP ca_DeathBlendTime Specifies the blending time between low-detail dead body skeleton and current skeleton ca_DebugAnimUpdates shows the amount of skeleton-updates ca_DebugAnimUsage shows what animation assets are used in the level ca_debugCaps Display current blended motion capabilities. ca_DebugFacial Debug facial playback info ca_DebugFacialEyes Debug facial eyes info ca_DebugFootPlants if this is 1, it will print some debug text on the screen ca_DebugModelCache shows what models are currently loaded ca_DebugSkeletonEffects If true, dump log messages when skeleton effects are handled. ca_DebugText if this is 1, it will print some debug text on the screen ca_DecalSizeMultiplier The multiplier for the decal sizes ca_DisableAnimEvents If this is not 0, then the OnAnimationEvent methods are not called upon animation events ca_DrawAimPoses draws the wireframe of the aim poses ca_DrawAttachmentOBB if this is 0, will not draw the attachments objects ca_DrawAttachments if this is 0, will not draw the attachments objects ca_DrawBBox if set to 1, the own bounding box of the character is drawn ca_DrawBinormals draws the binormals of the rendered character ca_DrawBodyMoveDir if this is 1, we will draw the body and move-direction ca_DrawCharacter if this is 0, will not draw the characters ca_DrawDecalsBBoxes if set to 1, the decals bboxes are drawn ca_DrawEmptyAttachments draws a wireframe cube if there is no object linked to an attachment ca_DrawFaceAttachments if this is 0, will not draw the skin attachments objects ca_DrawFootPlants if this is 1, it will print some debug boxes at the feet of the character ca_DrawIdle2MoveDir if this is 1, we will draw the initial Idle2Move dir ca_DrawLookIK draws a visualization of look ik ca_DrawMotionBlurTest if this is 1, we draw the motion-blur test mesh ca_DrawNormals draws the normals of the rendered character ca_DrawPositionPost draws the world position of the character (after update) ca_DrawPositionPre draws the world position of the character (before update) ca_DrawSkeleton if set to 1, the skeleton is drawn ca_DrawTangents draws the tangents of the rendered character ca_DrawWireframe draws a wireframe on top of the rendered character ca_DumpAssetStatistics writes animation asset statistics to the disk ca_EnableAnimationLog enables a special kind of log Animation.log file, solely for debugging ca_EnableAssetStrafing asset strafing is disabled by default ca_EnableAssetTurning asset tuning is disabled by default ca_EnableCoolReweighting If this is 1, then we re-weight all vertices to fix some issues with spherical skinning ca_EnableCoolTransitions If this is 1, then we adjust all transition-times for humans ca_eyes_procedural EnablesDisables procedural eyes animation ca_FacialAnimationRadius Maximum distance at which facial animations are updated - handles zooming correctly ca_FootAnchoring if this is 1, it will print some debug boxes at the feet of the character ca_ForceNullAnimation replaces the mocap-data by default position ca_FPWeaponInCamSpace if this is 1, then we attach the wepon to the camera ca_GameControlledStrafing Use game controlled strafingcurving flag, instead of low level calculated curving weight. ca_GroundAlignment if this is 1, the legs of human characters will align with the terrain ca_JustRootUpdate if this is 1 it will force just update of the root-bone, even if the character is visible; if it is 2, it will force everything to be always updated. ca_KeepModels If set to 1, will prevent models from unloading from memory upon destruction of the last referencing character ca_lipsync_debug Enables facial animation debug draw ca_lipsync_phoneme_crossfade Cross fade time between phonemes in milliseconds ca_lipsync_phoneme_offset Offset phoneme start time by this value in milliseconds ca_lipsync_phoneme_strength LipSync phoneme strength ca_lipsync_vertex_drag Vertex drag coefficient when blending morph targets ca_LoadDatabase Enable loading animations from database ca_LoadUncompressedChunks If this 1, then uncompressed chunks prefer compressed while loading ca_lod_ratio Caharcters LOD ratio ca_LogAnimation WIP ca_MemoryUsageLog enables a memory usage log ca_NoAnim the animation isn't updated (the characters remain in the same pose) ca_NoDeform the skinning is not performed during rendering if this is 1 ca_PrintDesiredSpeed if this is 1, it will print the desired speed of the human characters ca_Profile Enables a table of real-time profile statistics ca_RandomScaling If this is set to 1, then we apply ransom scaling to characters ca_SaveAABB if the AABB is invalid, replace it by the default AABB ca_SphericalSkinning If this is 1, then use spherical-blend-skinning with up to 4 bones per vertex ca_travelSpeedScaleMax Maximum motion travel speed scale (default 2.0). ca_travelSpeedScaleMin Minimum motion travel speed scale (default 0.5). ca_UnloadAimPoses remove aim-poses from memory ca_UseAimIK If this is set to 1, then we are adding a look-at animation to the skeleton ca_UseAnimationsCache use dynamically unpacked animations cache ca_UseDecals if set to 0, effectively disables creation of decals on characters 2 - alternative method of calculatingbuilding the decals ca_UseFacialAnimation If this is set to 1, we can play facial animations ca_UseLookIK If this is set to 1, then we are adding a look-at animation to the skeleton ca_UseMorph the morph skinning step is skipped (it's part of overall skinning during rendering) ca_UsePhysics the physics is not applied (effectively, no IK) [edit] capture capture_file_format Specifies file format of captured files (jpg, bmp, tga, hdr). capture_folder Specifies sub folder to write captured frames. capture_frames Enables capturing of frames. [edit] cl cl_actorsafemode Enabledisable actor safe mode cl_bandwidth Bit rate on client cl_bob viewweapon bobbing multiplier cl_camera_nearz Overrides default near z-range for camera. cl_camera_noise Adds hand-held like camera noise to the camera view. The higher the value, the higher the noise. A value cl_camera_noise_freq Defines camera noise frequency for the camera view. The higher the value, the higher the noise. cl_crouchToggle To make the crouch key work as a toggle cl_debugFreezeShake Toggle freeze shake debug draw cl_debugSwimming enable swimming debugging cl_fov field of view. cl_fpBody first person body cl_frozenAngleMax Frozen clamp angle max cl_frozenAngleMin Frozen clamp angle min cl_frozenKeyMult Frozen movement keys multiplier cl_frozenMouseMult Frozen mouseshake multiplier cl_frozenSensMax Frozen sensitivity max cl_frozenSensMin Frozen sensitivity min cl_frozenSoundDelta Threshold for unfreeze shake to trigger a crack sound cl_frozenSteps Number of steps for unfreeze shaking cl_gs_cdkey CDKey for gamespy auth cl_gs_email Email address for Gamespy login cl_gs_nick Nickname for Gamespy login cl_gs_password Password for Gamespy login cl_headBob head bobbing multiplier cl_headBobLimit head bobbing distance limit cl_hitBlur blur on hit cl_hitShake hit shake cl_hud ShowHide the HUD cl_invertController Controller Look Up-Down invert cl_invertMouse mouse invert cl_motionBlur motion blur type (0=off, 1=accumulation-based, 2=velocity-based) cl_nearPlane overrides the near clipping plane if != 0, just for testing. cl_packetRate Packet rate on client cl_righthand Select right-handed weapon! cl_screeneffects Enable player screen effects (depth-of-field, motion blur, ...). cl_sensitivity Set mouse sensitivity! cl_sensitivityZeroG Set mouse sensitivity in ZeroG! cl_serveraddr Server address cl_serverpassword Server password cl_serverport Server address cl_shallowWaterDepthHi Shallow water depth high (above has full slowdown) cl_shallowWaterDepthLo Shallow water depth low (below has zero slowdown) cl_shallowWaterSpeedMulAI Shallow water speed multiplier (AI only) cl_shallowWaterSpeedMulPlayer shallow water speed multiplier (Players only) cl_sprintBlur sprint blur cl_sprintShake sprint shake cl_strengthscale nanosuit strength scale cl_tpvDist camera distance in 3rd person view cl_tpvYaw camera angle offset in 3rd person view cl_voice_recording Enable client voice recording cl_voice_volume Set VOIP playback volume 0-1 [edit] con con_debug Log call stack on every GetCVar call con_display_last_messages WIP con_line_buffer_size WIP con_restricted 0=normal mode 1=restricted access to the console con_showonload Show console on level loading [edit] connect connect_crynet Connect to online game server [edit] demo demo_ai EnableDisable AI during the demo demo_file Time Demo Filename demo_fixed_timestep number of updates per second demo_max_frames Max number of frames to save demo_noinfo Disable info display during demo playback demo_num_runs Number of times to loop timedemo demo_panormaic Panormaic view when playing back demo demo_profile Enable profiling demo_quit Quit game after demo runs finished demo_restart_level Restart level after each loop 0 = Off; 1 = use quicksave on first playback; 2 = load level start demo_savestats Save level stats at the end of the loop demo_screenshot_frame Make screenshot on specified frame during demo playback, If Negative then do screen shoot every N frame demo_scroll_pause ScrollLock pauses demo playrecord demo_StartDemoChain Load`s a file at 1st argument with the list of levels and play time demo on each demo_time_of_day Sets the time of day to override in game settings if not negative demo_vtune Enables VTune profiling when running time demo [edit] ds ds_AutoReloadScripts Automatically reload DialogScripts when jumping into GameMode from Editor ds_Dump WIP ds_DumpSessions WIP ds_LoadExcelScripts Load legacy Excel based dialogs. ds_LoadSoundsSync Load Sounds synchronously ds_LogLevel Set the verbosity of DiaLOG Messages ds_PrecacheSounds Precache sounds on Dialog Begin ds_Reload WIP ds_WarnOnMissingLoc Warn on Missing Localization Entries [edit] dt dt_enable suit actions activated by double-tapping dt_meleeTime time in seconds between double taps for melee dt_time time in seconds between double taps [edit] dump dump_action_maps WIP dump_maps Dumps currently scanned maps dump_stats Dumps some player statistics [edit] e e_allow_cvars_serialization If set to zero - will not save cvars to cfg file e_ambient_occlusion Activate non deferred terrain occlusion and indirectional lighitng system e_bboxes Activates drawing of bounding boxes e_brushes Draw brushes e_cbuffer Activates usage of software coverage buffer. 1 - camera culling only; 2 - camera culling and light-to-object check e_cbuffer_bias Coverage buffer z-biasing e_cbuffer_clip_planes_num Debug e_cbuffer_debug Display content of main camera coverage buffer e_cbuffer_debug_draw_scale Debug e_cbuffer_debug_freeze Freezes viewmatrix-frustum e_cbuffer_draw_occluders Debug draw of occluders for coverage buffer e_cbuffer_hw Debug e_cbuffer_lazy_test Dont test visible objects every frame e_cbuffer_lc Debug e_cbuffer_lights_debug_side Debug e_cbuffer_max_add_render_mesh_time Max time for unlimited AddRenderMesh e_cbuffer_occluders_lod_ratio Debug e_cbuffer_occluders_test_min_tris_num Debug e_cbuffer_occluders_view_dist_ratio Debug e_cbuffer_resolution Resolution of software coverage buffer e_cbuffer_terrain Activates usage of coverage buffer for terrain e_cbuffer_terrain_elevation_shift Shift low lods down in order to avoid false occlusion e_cbuffer_terrain_lod_ratio Terrain lod ratio for mesh rendered into cbuffer e_cbuffer_terrain_lod_shift Controlls tesselation of terrain mesh e_cbuffer_terrain_max_distance Only near sectors are rasterized e_cbuffer_test_mode Debug e_cbuffer_tree_debug Debug e_cbuffer_tree_depth Debug e_cbuffer_version 1 Vladimir's, 2MichaelK's e_clouds Enable clouds rendering e_cull_lights_per_triangle_min_obj_radius Debug e_cull_veg_activation Vegetation activation distance limit; 0 disables visibility-based culling (= unconditional activation) e_debug_draw Draw helpers with information for each object (same number negative hides the text) 1 Name of the used cgf, polycount, used LOD 2 Color coded polygon count 3 Show color coded LODs count, flashing color indicates no Lod 4 Display object texture memory usage 5 Display color coded number of render materials 6 Display ambient color 7 Display tri count, number of render materials, texture memory 8 RenderWorld statistics (with view cones) 9 RenderWorld statistics (with view cones without lights) 10 Render geometry with simple lines and triangles 11 Render occlusion geometry additionally 12 Render occlusion geometry without render geometry 13 Render occlusion ammount (used during AO computations) 15 Display helpers e_debug_lights Use different colors for objects affected by different number of lights black0, blue1, green2, red3 or more, blinking yellow more then the maximum enabled e_debug_mask debug variable to activate certain features for debugging (each bit represents one feature bit 0(1) use EFSLIST_TERRAINLAYER bit 1(2) bit 3(4) bit 4( e_decals Activates drawing of decals (game decals and hand-placed) e_decals_allow_game_decals Allows creation of decals by game (like weapon bullets marks) e_decals_clip Clip decal geometry by decal bbox e_decals_hit_cache Use smart hit cacheing for bullet hits (may cause no decals in some cases) e_decals_life_time_scale Allows to increase or reduce decals life time for different specs e_decals_merge Combine pieces of decals into one render call e_decals_neighbor_max_life_time If not zero - new decals will force old decals to fade in X seconds e_decals_overlapping If zero - new decals will not be spawned if the distance to nearest decals less than X e_decals_precreate Pre-create decals at load time e_decals_range Less precision for decals outside this range e_decals_wrap_around_min_size Controls usage of wrapping around objects feature. When decal radius is smaller than X - simple quad decal is used e_default_material use gray illum as default e_deformable_objects Enable Disable morph based deformable objects e_detail_materials Activates drawing of detail materials on terrain ground e_detail_materials_debug Shows number of materials in use per terrain sector e_detail_materials_view_dist_xy Max view distance of terrain XY materials e_detail_materials_view_dist_z Max view distance of terrain Z materials e_detail_objects Turn detail objects onoff e_dissolve Objects alphatest_noise_fading out on distance e_dissolve_transition_threshold Controls disabling of smooth transition if camera moves too fast e_dissolve_transition_time Lod switch duration e_dynamic_light Activates dynamic light sources e_dynamic_light_consistent_sort_order Debug e_dynamic_light_frame_id_vis_test Use based on last draw frame visibility test e_entities Activates drawing of entities and brushes e_EntitySuppressionLevel Defines the level at which entities are spawned. Entities marked with lower level will not be spawned - 0 means no level. Usage e_EntitySuppressionLevel [0-infinity] Default is 0 (off). e_flocks Enable Flocks (BirdsFishes) e_flocks_hunt Birds will fall down... e_fog Activates global heightdistance based fog e_fogvolumes Activates local heightdistance based fog volumes e_foliage_branches_damping Damping of branch ropes e_foliage_branches_stiffness Stiffness of branch ropes e_foliage_branches_timeout Maximum lifetime of branch ropes (if there are no collisions) e_foliage_broken_branches_damping Damping of branch ropes of broken vegetation e_foliage_stiffness Stiffness of the spongy obstruct geometry e_foliage_wind_activation_dist If the wind is sufficiently strong, visible foliage in this view dist will be forcefully activated e_force_detail_level_for_resolution Force sprite distance and other values used for some specific screen resolution, 0 means current e_gsm_cache Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated e_gsm_cache_lod_offset Makes first X GSM lods not cached e_gsm_combined Variable to tweak the performace of directional shadow maps 0=individual textures are used for each GSM level, 1=texture are combined into one texture e_gsm_depth_bounds_debug Debug GSM bounds regions calculation e_gsm_lods_num Number of GSM lods (0..5) e_gsm_range Size of LOD 0 GSM area (in meters) e_gsm_range_step Range of next GSM lod is previous range multiplied by step e_gsm_range_step_terrain gsm_range_step for last gsm lod containg terrain e_gsm_scatter_lod_dist Size of Scattering LOD GSM in meters e_gsm_stats Show GSM statistics 0=off, 1=enable debug to the screens e_gsm_view_space 0=world axis aligned GSM layout, 1=Rotate GSM frustums depending on view camera e_hw_occlusion_culling_objects Activates usage of HW occlusion test for objects e_hw_occlusion_culling_water Activates usage of HW occlusion test for ocean e_joint_strength_scale Scales the strength of prebroken objects' joints (for tweaking) e_level_auto_precache_camera_jump_dist When not 0 - Force full pre-cache of textures, procedural vegetation and shadersif camera moved for more than X meters in one frame or on new cut scene start e_level_auto_precache_terrain_and_proc_veget Force auro pre-cache of terrain textures and procedural vegetation e_level_auto_precache_textures_and_shaders Force auro pre-cache of general textures and shaders e_lod_max Max LOD for objects e_lod_min Min LOD for objects e_lod_min_tris LODs with less triangles will not be used e_lod_ratio LOD distance ratio for objects e_lods Load and use LOD models for static geometry e_lowspec_mode Enables lowspec mode e_materials Activates material support for non animated objects e_max_entity_lights Set maximum number of lights affecting object e_max_view_dst Far clipping plane distance e_max_view_dst_full_dist_cam_height Debug e_max_view_dst_spec_lerp 1 - use max view distance set by designer for very high spec 0 - for very low spec Values between 0 and 1 - will lerp between high and low spec max view distances e_mesh_simplify Mesh simplification debugging e_obj Render or not all objects e_obj_fast_register Debug e_obj_quality Current object detail quality e_obj_stats Show instances count e_obj_tree_max_node_size Debug draw of object tree bboxes e_obj_tree_min_node_size Debug draw of object tree bboxes e_occlusion_culling_view_dist_ratio Skip per object occlusion test for very far objects - culling on tree level will handle it e_occlusion_volumes Enable occlusion volumes(antiportals) e_occlusion_volumes_view_dist_ratio Controls how far occlusion volumes starts to occlude objects e_on_demand_maxsize Specifies the maximum size of vegetation objects that are physicalized on-demand e_on_demand_physics Turns on on-demand vegetation physicalization e_particles Activates drawing of particles e_particles_debug Particle debug flags 1 = show basic stats f+ = show fill rate stats r+ = show reusereject stats b+ = draw bounding boxes and labels s+ = log emitter and particle counts by effect (for 1 frame) e+ = log particle system timing info (for 1 frame) t+ = log particle texture usage z+ = freeze particle system e_particles_lights Allows to have simpe light source attached to every article e_particles_lod Multiplier to particle count e_particles_max_emitter_draw_screen Max screen fill per emitter -- fade out earlier e_particles_min_draw_pixels Pixel size cutoff for rendering particles -- fade out earlier e_particles_object_collisions Enable particleobject collisions for SimpleCollision e_particles_preload Enable preloading of all particle effects at the begining e_particles_quality Current particles detail quality e_particles_receive_shadows Enable shadow maps receiving for particles e_particles_thread Enable particle threading e_phys_foliage Enables physicalized foliage (1 - only for dynamic objects, 2 - for static and dynamic) e_phys_ocean_cell Cell size for ocean approximation in physics, 0 assumes flat plane e_portals Activates drawing of visareas content (indoors), values 2,3,4 used for debugging e_portals_big_entities_fix Enables special processing of big entities like vehicles intersecting portals e_precache_level Pre-render objects right after level loading e_proc_vegetation Show procedurally distributed vegetation e_proc_vegetation_max_view_distance Debug e_profile_level_loading Output level loading stats into log 0 = Off 1 = Output basic info about loading time per function 2 = Output full statistics including loading time and memory allocations with call stack info e_ram_DumpDXF Dump DXF files of the UV-set of ram objectsbrushes to visualize overlapping UVs e_ram_maps Use RAM (realtime ambient maps) on brushes e_recursion If 0 - will skip recursive render calls like render into texture e_recursion_occlusion_culling If 0 - will disable occlusion tests for recursive render calls like render into texture e_recursion_view_dist_ratio Set all view distances shorter by factor of X e_reloadSurfaces WIP e_render Enable engine rendering e_roads Activates drawing of road objects e_ropes Turn Rendering of Ropes onoff e_scene_merging Merge marked brushes during loading e_scene_merging_compact_vertices Minimize number of vertices in decals and merged brushes e_scene_merging_max_time_ms Spend only X ms per frame on merging e_scene_merging_max_tris_in_chunk Only objects having less than X triangles per chunk will me merged e_scene_merging_min_merge_distance Don't merge nodes closer than X e_scene_merging_show_onlymerged Show only merged brushes e_scissor_debug Debug e_screenshot Make screenshot combined up of multiple rendered frames (negative values for multiple frames, positive for a a single frame) 1 highres 2 360 degree panorama 3 Map top-down view see e_screenshot_width, e_screenshot_height, e_screenshot_quality, e_screenshot_map_center_x, e_screenshot_map_center_y, e_screenshot_map_size, e_screenshots_min_slices, e_screenshot_debug e_screenshot_debug 0 off 1 show stiching borders 2 show overlapping areas e_screenshot_file_format Set output image file format for hires screen shots. Can be JPG or TGA e_screenshot_height used for e_panorama_screenshot to define the height of the destination image, 1500 default e_screenshot_map_camheight param for top-down-view screenshot creation, defining the camera height for screenshots, see e_screenshot_map defines the y position of the bottom right corner of the screenshot-area on the terrain, 0.0 - 1.0 (1.0 is default) e_screenshot_map_center_x param for the centerX position of the camera, see e_screenshot_map defines the x position of the top left corner of the screenshot-area on the terrain, 0.0 - 1.0 (0.0 is default) e_screenshot_map_center_y param for the centerX position of the camera, see e_screenshot_map defines the y position of the top left corner of the screenshot-area on the terrain, 0.0 - 1.0 (0.0 is default) e_screenshot_map_size_x param for the size in worldunits of area to make map screenshot, see e_screenshot_map defines the x position of the bottom right corner of the screenshot-area on the terrain, 0.0 - 1.0 (1.0 is default) e_screenshot_map_size_y param for the size in worldunits of area to make map screenshot, see e_screenshot_map defines the x position of the bottom right corner of the screenshot-area on the terrain, 0.0 - 1.0 (1.0 is default) e_screenshot_min_slices used for e_panorama_screenshot to define the quality 0=fast, 10 .. 30 .. 100 = extra border in percent (soften seams), negative value to debug e_screenshot_quality used for e_panorama_screenshot to define the quality 0=fast, 10 .. 30 .. 100 = extra border in percent (soften seams), negative value to debug e_screenshot_width used for e_panorama_screenshot to define the width of the destination image, 2000 default e_shadows Activates drawing of shadows e_shadows_cast_view_dist_ratio View dist ratio for shadow maps e_shadows_clouds Cloud shadows e_shadows_debug 0=off, 2=visualize shadow maps on the screen e_shadows_from_terrain_in_all_lods Enable shadows from terrain e_shadows_frustums Debug e_shadows_max_texture_size Set maximum resolution of shadow map 256(faster), 512(medium), 1024(better quality) e_shadows_occ_check Enabledisable shadow-caster test against the occlusion buffer e_shadows_occ_cutCaster Clips the caster extrusion to the zoro height. e_shadows_on_alpha_blended Enable shadows on aplhablended e_shadows_slope_bias Shadows slope bias for shadowgen e_shadows_water Enabledisable shadows on water e_sketch_mode Enables Sketch mode drawing e_sky_box Activates drawing of skybox and moving cloud layers e_sky_quality Quality of dynamic sky 1 (very high), 2 (high). e_sky_type Type of sky used 0 (static), 1 (dynamic). e_sky_update_rate Percentage of a full dynamic sky update calculated per frame (0..100]. e_sleep Sleep X in C3DEngineDraw e_stat_obj_merge Enable CGF sub-objects meshes merging e_stream_areas Stream content of terrain and indoor sectors e_stream_cgf Debug e_stream_for_physics Debug e_stream_for_visuals Debug e_sun Activates sun light source e_sun_angle_snap_dot Sun dir snap control e_sun_angle_snap_sec Sun dir snap control e_sun_clipplane_range Max range for sun shadowmap frustum e_terrain Activates drawing of terrain ground e_terrain_ao Activate deferred terrain ambient occlusion e_terrain_bboxes Show terrain nodes bboxes e_terrain_deformations Allows in-game terrain surface deformations e_terrain_draw_this_sector_only 1 - render only sector where camera is and objects registered in sector 00, 2 - render only sector where camera is e_terrain_lm_gen_threshold Debug e_terrain_lod_ratio Set heightmap LOD e_terrain_log Debug e_terrain_normal_map Use terrain normal map for base pass if available e_terrain_occlusion_culling heightmap occlusion culling with time coherency 0=off, 1=on e_terrain_occlusion_culling_debug Draw sphere onevery terrain height sample e_terrain_occlusion_culling_max_dist Max length of ray (for version 1) e_terrain_occlusion_culling_max_steps Max number of tests per ray (for version 0) e_terrain_occlusion_culling_precision Density of rays e_terrain_occlusion_culling_precision_dist_ratio Controlls density of rays depending on distance to the object e_terrain_occlusion_culling_step_size Initial size of single step (in heightmap units) e_terrain_occlusion_culling_step_size_delta Step size scale on every next step (for version 1) e_terrain_occlusion_culling_version 0 - old, 1 - new e_terrain_texture_debug Debug e_terrain_texture_lod_ratio Adjust terrain base texture resolution on distance e_terrain_texture_streaming_debug Debug e_time_of_day Current Time of Day e_time_of_day_speed Time of Day change speed e_time_smoothing 0=no smoothing, 1=smoothing e_timedemo_frames Will quit appication in X number of frames, r_DisplayInfo must be also enabled e_timer_debug Timer debug e_vegetation Activates drawing of distributed objects like trees e_vegetation_alpha_blend Allow alpha blending for vegetations e_vegetation_bending Debug e_vegetation_mem_sort_test Debug e_vegetation_min_size Minimal size of static object, smaller objects will be not rendered e_vegetation_node_level Debug e_vegetation_sphericalskinning Activates vegetation spherical skinning support e_vegetation_sprites Activates drawing of sprites instead of distributed objects at far distance e_vegetation_sprites_distance_custom_ratio_min Clamps SpriteDistRatio setting in vegetation properties e_vegetation_sprites_distance_ratio Allows changing distance on what vegetation switch into sprite e_vegetation_sprites_min_distance Sets minimal distance when distributed object can be replaced with sprite e_vegetation_static_instancing Enable 3dengine side static instancing e_vegetation_use_terrain_color Allow blend with terrain color for vegetations e_vegetation_wind Activates vegetation with wind support e_view_dist_custom_ratio View distance ratio for special marked objects (Players,AI,Vehicles) e_view_dist_min Min distance on what far objects will be culled out e_view_dist_ratio View distance ratio for objects e_view_dist_ratio_detail View distance ratio for detail objects e_view_dist_ratio_vegetation View distance ratio for vegetation e_volobj_shadow_strength Self shadow intensity of volume objects [0..1]. e_voxel Render voxels e_voxel_ao_radius Ambient occlusion test range in units e_voxel_ao_scale Ambient occlusion amount e_voxel_build Regenerate voxel world e_voxel_debug Draw voxel debug info e_voxel_fill_mode Use create brush as fill brush e_voxel_lods_num Generate LODs for voxels e_voxel_make_physics Physicalize geometry e_voxel_make_shadows Calculate per vertex shadows e_voxel_rasterize_selected_brush Debug e_water_ocean Activates drawing of ocean e_water_ocean_bottom Activates drawing bottom of ocean e_water_ocean_fft Activates fft based ocean e_water_ocean_soft_particles Enables ocean soft particles e_water_tesselation_amount Set tesselation amount e_water_tesselation_swath_width Set the swath width for the boustrophedonic mesh stripping e_water_volumes Activates drawing of water volumes e_water_waves Activates drawing of water waves e_water_waves_tesselation_amount Sets water waves tesselation amount e_wind Debug e_wind_areas Debug [edit] eqp eqp_DumpPacks WIP [edit] es es_activateEntity Activates an entity es_bboxes Toggles entity bounding boxes. Usage es_bboxes [01] Default is 0 (off). Set to 1 to display bounding boxes. es_CharZOffsetSpeed sets the character Z-offset change speed (in ms), used for IK es_compile_area_grid Trigger a recompile of the area grid es_deactivateEntity Deactivates an entity es_DebrisLifetimeScale Usage es_DebrisLifetimeScale 1.0 es_debug Enable entity debugging info Usage es_debug [01] Default is 0 (on). es_debug_not_seen_timeout if true, log messages when entities undergo not seen timeout es_DebugEvents Enables logging of entity events es_DebugFindEntity WIP es_DebugTimers This is for profiling and debugging (for game coders and level designer) By enabling this you get a lot of console printouts that show all entities that receive OnTimer events - it's good to minimize the call count. Certain entities might require this feature and using less active entities can often be defined by the level designer. Usage es_DebugTimers 01 es_DrawAreaGrid Enables drawing of Area Grid es_DrawAreas Enables drawing of Areas es_dump_entities Dumps current entities and their states! es_dump_entity_classes_in_use Dumps all used entity classes es_enable_full_script_save Enable (experimental) full script save functionality es_FarPhysTimeout Timeout for faraway physics forceful deactivation es_helpers Toggles helpers. Usage es_helpers [01] Default is 0 (off). Set to 1 to display entity helpers. es_HitCharacters specifies whether alive characters are affected by bullet hits (0 or 1) es_HitDeadBodies specifies whether dead bodies are affected by bullet hits (0 or 1) es_ImpulseScale Usage es_ImpulseScale 0.0 es_log_collisions Enables collision events logging es_MaxImpulseAdjMass Usage es_MaxImpulseAdjMass 2000.0 es_MaxPhysDist Physical entities farther from the camera than this are forcefully deactivated es_MaxPhysDistInvisible Invisible physical entities farther from the camera than this are forcefully deactivated es_MinImpulseVel Usage es_MinImpulseVel 0.0 es_not_seen_timeout number of seconds after which to cleanup temporary render buffers in entity es_OnDemandPhysics Usage es_OnDemandPhysics [01] Default is 1 (on). es_profileentities Usage 1,2,3 Default is 0 (off). es_removeEntity Removes an entity es_sortupdatesbyclass Sort entity updates by class (possible optimization) es_SplashThreshold minimum instantaneous water resistance that is detected as a splashUsage es_SplashThreshold 200.0 es_SplashTimeout minimum time interval between consecutive splashesUsage es_SplashTimeout 3.0 es_UpdateAI Toggles updating of AI entities. Usage es_UpdateAI [01] Default is 1 (on). Set to 0 to prevent AI entities from updating. es_UpdateCollision Toggles updating of entity collisions. Usage es_UpdateCollision [01] Default is 1 (on). Set to 0 to disable entity collision updating. es_UpdateCollisionScript Usage es_UpdateCollisionScript [01] Default is 1 (on). es_UpdateContainer Usage es_UpdateContainer [01] Default is 1 (on). es_UpdateEntities Toggles entity updating. Usage es_UpdateEntities [01] Default is 1 (on). Set to 0 to prevent all entities from updating. es_UpdatePhysics Toggles updating of entity physics. Usage es_UpdatePhysics [01] Default is 1 (on). Set to 0 to prevent entity physics from updating. es_UpdateScript Usage Default is 1 (on). es_UpdateTimer Usage es_UpdateTimer [01] Default is 1 (on). es_UsePhysVisibilityChecks Activates physics quality degradation and forceful sleeping for invisible and faraway entities es_VisCheckForUpdate Usage es_VisCheckForUpdate [01] Default is 1 (on). [edit] fg fg_abortOnLoadError Abort on load error of flowgraphs 2abort, 1dialog, 0log only fg_InspectAction Inspects the specified AIAction graph fg_InspectEntity Inspects the specified Entity graph fg_Inspector Toggles FlowGraph System DefaultInspector. Usage fg_Inspector [01] Default is 0 (off). fg_inspectorLog Log inspector on console. fg_noDebugText Don't show debug text [01] Default is 0 (show debug text). fg_profile Flow graph profiling enabledisable fg_SystemEnable Toggles FlowGraph System Updates. Usage fg_SystemEnable [01] Default is 1 (on). [edit] fixed fixed_time_step Game updated with this fixed frame time [edit] g g_aimdebug Enabledisable debug drawing for aiming direction g_AiSuitArmorModeHealthRegenTime Modify suit health recharge for AI in armor mode. g_AiSuitEnergyRechargeTime Modify suit energy recharge for AI. g_AiSuitHealthRegenTime Modify suit health recharge for AI. g_AiSuitStrengthMeleeMult Modify AI strength mode melee damage relative to player damage. g_alienPhysicsAnimRatio WIP g_autoteambalance Enables auto team balance. g_avmine_limit Max avmines a player can place (recycled above this value) g_battleDust_debug 0 off, 1 text, 2 text+gfx g_battleDust_effect Sets the effect to use for battledust g_battleDust_enable EnableDisable battledust g_battleDust_reload Reload the battle dust parameters xml g_battleRange sets the battle range in meters g_blood Toggle blood effects g_breakage_particles_limit Imposes a limit on particles generated during 2d surfaces
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hacker... 8O
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I know a few guys that might need some jenkum-shipping would be expensive though, and getting it through customs might prove to be difficult.
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what he said ^
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if im around im in...no one better fuc with my shit in the garage!!! Nice sig chachi!!!
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yep, noticed the crashing too. I'd try to be the nerd to fix it but i might put aside the college thing. Also it would be a few years untill i'd be able to do anything. Anyways a i think try the prcess of elimination, find out what the problem is and go from there.
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Ok, time to step it up a little now... How can I make a cool ass mother fucking signature for these forums? That is without simply having someone else do it; thanks. Do I need somekind of Photoshop to scale and crop photos ? Every little detail helps
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Ohh i love the smell of new electronics and stuff. Used to walk into ultimate electronics (when it was called Audio King) and just sniff around after a skate sesh. FYI Ultimate Electronics is out of buisness now.
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Ok I'm in, just because I could use that cpu cooler
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Bing Bang Boom, look at that, IT WORKED!!! REP POINTS FOR ARBORIST, ICOMRADE, and BETA !!!